CharAnimationUsingKeyFrames.cs source code in C# .NET

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Code:

/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Core / System / Windows / Media / Animation / Generated / CharAnimationUsingKeyFrames.cs / 1 / CharAnimationUsingKeyFrames.cs

                            //---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// This file was generated, please do not edit it directly. 
// 
// Please see [....]/default.aspx/Microsoft.Projects.Avalon/MilCodeGen.html for more information.
// 
//---------------------------------------------------------------------------

using MS.Internal;
using MS.Internal.KnownBoxes; 

using System; 
using System.Collections; 
using System.Collections.Generic;
using System.ComponentModel; 
using System.Diagnostics;
using System.Windows;
using System.Windows.Markup;
using System.Windows.Media.Animation; 
using System.Windows.Media.Media3D;
 
using SR=MS.Internal.PresentationCore.SR; 
using SRID=MS.Internal.PresentationCore.SRID;
 
using MS.Internal.PresentationCore;

namespace System.Windows.Media.Animation
{ 
    /// 
    /// This class is used to animate a Char property value along a set 
    /// of key frames. 
    /// 
    [ContentProperty("KeyFrames")] 
    public class CharAnimationUsingKeyFrames : CharAnimationBase, IKeyFrameAnimation, IAddChild
    {
        #region Data
 
        private CharKeyFrameCollection _keyFrames;
        private ResolvedKeyFrameEntry[] _sortedResolvedKeyFrames; 
        private bool _areKeyTimesValid; 

        #endregion 

        #region Constructors

        ///  
        /// Creates a new KeyFrameCharAnimation.
        ///  
        public CharAnimationUsingKeyFrames() 
            : base()
        { 
            _areKeyTimesValid = true;
        }

        #endregion 

        #region Freezable 
 
        /// 
        /// Creates a copy of this KeyFrameCharAnimation. 
        /// 
        /// The copy
        public new CharAnimationUsingKeyFrames Clone()
        { 
            return (CharAnimationUsingKeyFrames)base.Clone();
        } 
 

        ///  
        /// Returns a version of this class with all its base property values
        /// set to the current animated values and removes the animations.
        /// 
        ///  
        /// Since this class isn't animated, this method will always just return
        /// this instance of the class. 
        ///  
        public new CharAnimationUsingKeyFrames CloneCurrentValue()
        { 
            return (CharAnimationUsingKeyFrames)base.CloneCurrentValue();
        }

        ///  
        /// Implementation of Freezable.FreezeCore.
        ///  
        protected override bool FreezeCore(bool isChecking) 
        {
            bool canFreeze = base.FreezeCore(isChecking); 

            canFreeze &= Freezable.Freeze(_keyFrames, isChecking);

            if (canFreeze & !_areKeyTimesValid) 
            {
                ResolveKeyTimes(); 
            } 

            return canFreeze; 
        }

        /// 
        /// Implementation of Freezable.OnChanged. 
        /// 
        protected override void OnChanged() 
        { 
            _areKeyTimesValid = false;
 
            base.OnChanged();
        }

 
        /// 
        /// Implementation of Freezable.CreateInstanceCore. 
        ///  
        /// The new Freezable.
        protected override Freezable CreateInstanceCore() 
        {
            return new CharAnimationUsingKeyFrames();
        }
 
        /// 
        /// Implementation of Freezable.CloneCore. 
        ///  
        protected override void CloneCore(Freezable sourceFreezable)
        { 
            CharAnimationUsingKeyFrames sourceAnimation = (CharAnimationUsingKeyFrames) sourceFreezable;
            base.CloneCore(sourceFreezable);

            CopyCommon(sourceAnimation, /* isCurrentValueClone = */ false); 
        }
 
        ///  
        /// Implementation of Freezable.CloneCurrentValueCore.
        ///  
        protected override void CloneCurrentValueCore(Freezable sourceFreezable)
        {
            CharAnimationUsingKeyFrames sourceAnimation = (CharAnimationUsingKeyFrames) sourceFreezable;
            base.CloneCurrentValueCore(sourceFreezable); 

            CopyCommon(sourceAnimation, /* isCurrentValueClone = */ true); 
        } 

        ///  
        /// Implementation of Freezable.GetAsFrozenCore.
        /// 
        protected override void GetAsFrozenCore(Freezable source)
        { 
            CharAnimationUsingKeyFrames sourceAnimation = (CharAnimationUsingKeyFrames) source;
            base.GetAsFrozenCore(source); 
 
            CopyCommon(sourceAnimation, /* isCurrentValueClone = */ false);
        } 

        /// 
        /// Implementation of Freezable.GetCurrentValueAsFrozenCore.
        ///  
        protected override void GetCurrentValueAsFrozenCore(Freezable source)
        { 
            CharAnimationUsingKeyFrames sourceAnimation = (CharAnimationUsingKeyFrames) source; 
            base.GetCurrentValueAsFrozenCore(source);
 
            CopyCommon(sourceAnimation, /* isCurrentValueClone = */ true);
        }

        ///  
        /// Helper used by the four Freezable clone methods to copy the resolved key times and
        /// key frames. The Get*AsFrozenCore methods are implemented the same as the Clone*Core 
        /// methods; Get*AsFrozen at the top level will recursively Freeze so it's not done here. 
        /// 
        ///  
        /// 
        private void CopyCommon(CharAnimationUsingKeyFrames sourceAnimation, bool isCurrentValueClone)
        {
            _areKeyTimesValid = sourceAnimation._areKeyTimesValid; 

            if (   _areKeyTimesValid 
                && sourceAnimation._sortedResolvedKeyFrames != null) 
            {
                // _sortedResolvedKeyFrames is an array of ResolvedKeyFrameEntry so the notion of CurrentValueClone doesn't apply 
                _sortedResolvedKeyFrames = (ResolvedKeyFrameEntry[])sourceAnimation._sortedResolvedKeyFrames.Clone();
            }

            if (sourceAnimation._keyFrames != null) 
            {
                if (isCurrentValueClone) 
                { 
                    _keyFrames = (CharKeyFrameCollection)sourceAnimation._keyFrames.CloneCurrentValue();
                } 
                else
                {
                    _keyFrames = (CharKeyFrameCollection)sourceAnimation._keyFrames.Clone();
                } 

                OnFreezablePropertyChanged(null, _keyFrames); 
            } 
        }
 
        #endregion  // Freezable

        #region IAddChild interface
 
        /// 
        /// Adds a child object to this KeyFrameAnimation. 
        ///  
        /// 
        /// The child object to add. 
        /// 
        /// 
        /// A KeyFrameAnimation only accepts a KeyFrame of the proper type as
        /// a child. 
        /// 
        void IAddChild.AddChild(object child) 
        { 
            WritePreamble();
 
            if (child == null)
            {
                throw new ArgumentNullException("child");
            } 

            AddChild(child); 
 
            WritePostscript();
        } 

        /// 
        /// Implemented to allow KeyFrames to be direct children
        /// of KeyFrameAnimations in markup. 
        /// 
        [EditorBrowsable(EditorBrowsableState.Advanced)] 
        protected virtual void AddChild(object child) 
        {
            CharKeyFrame keyFrame = child as CharKeyFrame; 

            if (keyFrame != null)
            {
                KeyFrames.Add(keyFrame); 
            }
            else 
            { 
                throw new ArgumentException(SR.Get(SRID.Animation_ChildMustBeKeyFrame), "child");
            } 
        }

        /// 
        /// Adds a text string as a child of this KeyFrameAnimation. 
        /// 
        ///  
        /// The text to add. 
        /// 
        ///  
        /// A KeyFrameAnimation does not accept text as a child, so this method will
        /// raise an InvalididOperationException unless a derived class has
        /// overridden the behavior to add text.
        ///  
        /// The childText parameter is
        /// null. 
        void IAddChild.AddText(string childText) 
        {
            if (childText == null) 
            {
                throw new ArgumentNullException("childText");
            }
 
            AddText(childText);
        } 
 
        /// 
        /// This method performs the core functionality of the AddText() 
        /// method on the IAddChild interface.  For a KeyFrameAnimation this means
        /// throwing and InvalidOperationException because it doesn't
        /// support adding text.
        ///  
        /// 
        /// This method is the only core implementation.  It does not call 
        /// WritePreamble() or WritePostscript().  It also doesn't throw an 
        /// ArgumentNullException if the childText parameter is null.  These tasks
        /// are performed by the interface implementation.  Therefore, it's OK 
        /// for a derived class to override this method and call the base
        /// class implementation only if they determine that it's the right
        /// course of action.  The derived class can rely on KeyFrameAnimation's
        /// implementation of IAddChild.AddChild or implement their own 
        /// following the Freezable pattern since that would be a public
        /// method. 
        ///  
        /// A string representing the child text that
        /// should be added.  If this is a KeyFrameAnimation an exception will be 
        /// thrown.
        /// Timelines have no way
        /// of adding text.
        [EditorBrowsable(EditorBrowsableState.Advanced)] 
        protected virtual void AddText(string childText)
        { 
            throw new InvalidOperationException(SR.Get(SRID.Animation_NoTextChildren)); 
        }
 
        #endregion

        #region CharAnimationBase
 
        /// 
        /// Calculates the value this animation believes should be the current value for the property. 
        ///  
        /// 
        /// This value is the suggested origin value provided to the animation 
        /// to be used if the animation does not have its own concept of a
        /// start value. If this animation is the first in a composition chain
        /// this value will be the snapshot value if one is available or the
        /// base property value if it is not; otherise this value will be the 
        /// value returned by the previous animation in the chain with an
        /// animationClock that is not Stopped. 
        ///  
        /// 
        /// This value is the suggested destination value provided to the animation 
        /// to be used if the animation does not have its own concept of an
        /// end value. This value will be the base value if the animation is
        /// in the first composition layer of animations on a property;
        /// otherwise this value will be the output value from the previous 
        /// composition layer of animations for the property.
        ///  
        ///  
        /// This is the animationClock which can generate the CurrentTime or
        /// CurrentProgress value to be used by the animation to generate its 
        /// output value.
        /// 
        /// 
        /// The value this animation believes should be the current value for the property. 
        /// 
        protected sealed override Char GetCurrentValueCore( 
            Char defaultOriginValue, 
            Char defaultDestinationValue,
            AnimationClock animationClock) 
        {
            Debug.Assert(animationClock.CurrentState != ClockState.Stopped);

            if (_keyFrames == null) 
            {
                return defaultDestinationValue; 
            } 

            // We resolved our KeyTimes when we froze, but also got notified 
            // of the frozen state and therefore invalidated ourselves.
            if (!_areKeyTimesValid)
            {
                ResolveKeyTimes(); 
            }
 
            if (_sortedResolvedKeyFrames == null) 
            {
                return defaultDestinationValue; 
            }

            TimeSpan    currentTime         = animationClock.CurrentTime.Value;
            Int32       keyFrameCount       = _sortedResolvedKeyFrames.Length; 
            Int32       maxKeyFrameIndex    = keyFrameCount - 1;
 
            Char currentIterationValue; 

            Debug.Assert(maxKeyFrameIndex >= 0, "maxKeyFrameIndex is less than zero which means we don't actually have any key frames."); 

            Int32 currentResolvedKeyFrameIndex = 0;

            // Skip all the key frames with key times lower than the current time. 
            // currentResolvedKeyFrameIndex will be greater than maxKeyFrameIndex
            // if we are past the last key frame. 
            while (   currentResolvedKeyFrameIndex < keyFrameCount 
                   && currentTime  > _sortedResolvedKeyFrames[currentResolvedKeyFrameIndex]._resolvedKeyTime)
            { 
                currentResolvedKeyFrameIndex++;
            }

            // If there are multiple key frames at the same key time, be sure to go to the last one. 
            while (   currentResolvedKeyFrameIndex < maxKeyFrameIndex
                   && currentTime == _sortedResolvedKeyFrames[currentResolvedKeyFrameIndex + 1]._resolvedKeyTime) 
            { 
                currentResolvedKeyFrameIndex++;
            } 

            if (currentResolvedKeyFrameIndex == keyFrameCount)
            {
                // Past the last key frame. 
                currentIterationValue = GetResolvedKeyFrameValue(maxKeyFrameIndex);
            } 
            else if (currentTime == _sortedResolvedKeyFrames[currentResolvedKeyFrameIndex]._resolvedKeyTime) 
            {
                // Exactly on a key frame. 
                currentIterationValue = GetResolvedKeyFrameValue(currentResolvedKeyFrameIndex);
            }
            else
            { 
                // Between two key frames.
                Double currentSegmentProgress = 0.0; 
                Char fromValue; 

                if (currentResolvedKeyFrameIndex == 0) 
                {
                    // The current key frame is the first key frame so we have
                    // some special rules for determining the fromValue and an
                    // optimized method of calculating the currentSegmentProgress. 

                    fromValue = defaultOriginValue; 
 
                    // Current segment time divided by the segment duration.
                    // Note: the reason this works is that we know that we're in 
                    // the first segment, so we can assume:
                    //
                    // currentTime.TotalMilliseconds                                  = current segment time
                    // _sortedResolvedKeyFrames[0]._resolvedKeyTime.TotalMilliseconds = current segment duration 

                    currentSegmentProgress = currentTime.TotalMilliseconds 
                                             / _sortedResolvedKeyFrames[0]._resolvedKeyTime.TotalMilliseconds; 
                }
                else 
                {
                    Int32    previousResolvedKeyFrameIndex = currentResolvedKeyFrameIndex - 1;
                    TimeSpan previousResolvedKeyTime = _sortedResolvedKeyFrames[previousResolvedKeyFrameIndex]._resolvedKeyTime;
 
                    fromValue = GetResolvedKeyFrameValue(previousResolvedKeyFrameIndex);
 
                    TimeSpan segmentCurrentTime = currentTime - previousResolvedKeyTime; 
                    TimeSpan segmentDuration    = _sortedResolvedKeyFrames[currentResolvedKeyFrameIndex]._resolvedKeyTime - previousResolvedKeyTime;
 
                    currentSegmentProgress = segmentCurrentTime.TotalMilliseconds
                                            / segmentDuration.TotalMilliseconds;
                }
 
                currentIterationValue = GetResolvedKeyFrame(currentResolvedKeyFrameIndex).InterpolateValue(fromValue, currentSegmentProgress);
            } 
 

 
            return currentIterationValue;
        }

        ///  
        /// Provide a custom natural Duration when the Duration property is set to Automatic.
        ///  
        ///  
        /// The Clock whose natural duration is desired.
        ///  
        /// 
        /// If the last KeyFrame of this animation is a KeyTime, then this will
        /// be used as the NaturalDuration; otherwise it will be one second.
        ///  
        protected override sealed Duration GetNaturalDurationCore(Clock clock)
        { 
            return new Duration(LargestTimeSpanKeyTime); 
        }
 
        #endregion

        #region IKeyFrameAnimation
 
        /// 
        /// Returns the CharKeyFrameCollection used by this KeyFrameCharAnimation. 
        ///  
        IList IKeyFrameAnimation.KeyFrames
        { 
            get
            {
                return KeyFrames;
            } 
            set
            { 
                KeyFrames = (CharKeyFrameCollection)value; 
            }
        } 

        /// 
        /// Returns the CharKeyFrameCollection used by this KeyFrameCharAnimation.
        ///  
        public CharKeyFrameCollection KeyFrames
        { 
            get 
            {
                ReadPreamble(); 

                // The reason we don't just set _keyFrames to the empty collection
                // in the first place is that null tells us that the user has not
                // asked for the collection yet. The first time they ask for the 
                // collection and we're unfrozen, policy dictates that we give
                // them a new unfrozen collection. All subsequent times they will 
                // get whatever collection is present, whether frozen or unfrozen. 

                if (_keyFrames == null) 
                {
                    if (this.IsFrozen)
                    {
                        _keyFrames = CharKeyFrameCollection.Empty; 
                    }
                    else 
                    { 
                        WritePreamble();
 
                        _keyFrames = new CharKeyFrameCollection();

                        OnFreezablePropertyChanged(null, _keyFrames);
 
                        WritePostscript();
                    } 
                } 

                return _keyFrames; 
            }
            set
            {
                if (value == null) 
                {
                    throw new ArgumentNullException("value"); 
                } 

                WritePreamble(); 

                if (value != _keyFrames)
                {
                    OnFreezablePropertyChanged(_keyFrames, value); 
                    _keyFrames = value;
 
                    WritePostscript(); 
                }
            } 
        }

        /// 
        /// Returns true if we should serialize the KeyFrames, property for this Animation. 
        /// 
        /// True if we should serialize the KeyFrames property for this Animation; otherwise false. 
        [EditorBrowsable(EditorBrowsableState.Never)] 
        public bool ShouldSerializeKeyFrames()
        { 
            ReadPreamble();

            return _keyFrames != null
                && _keyFrames.Count > 0; 
        }
 
        #endregion 

 

        #region Private Methods

        private struct KeyTimeBlock 
        {
            public int BeginIndex; 
            public int EndIndex; 
        }
 
        private Char GetResolvedKeyFrameValue(Int32 resolvedKeyFrameIndex)
        {
            Debug.Assert(_areKeyTimesValid, "The key frames must be resolved and sorted before calling GetResolvedKeyFrameValue");
 
            return GetResolvedKeyFrame(resolvedKeyFrameIndex).Value;
        } 
 
        private CharKeyFrame GetResolvedKeyFrame(Int32 resolvedKeyFrameIndex)
        { 
            Debug.Assert(_areKeyTimesValid, "The key frames must be resolved and sorted before calling GetResolvedKeyFrame");

            return _keyFrames[_sortedResolvedKeyFrames[resolvedKeyFrameIndex]._originalKeyFrameIndex];
        } 

        ///  
        /// Returns the largest time span specified key time from all of the key frames. 
        /// If there are not time span key times a time span of one second is returned
        /// to match the default natural duration of the From/To/By animations. 
        /// 
        private TimeSpan LargestTimeSpanKeyTime
        {
            get 
            {
                bool hasTimeSpanKeyTime = false; 
                TimeSpan largestTimeSpanKeyTime = TimeSpan.Zero; 

                if (_keyFrames != null) 
                {
                    Int32 keyFrameCount = _keyFrames.Count;

                    for (int index = 0; index < keyFrameCount; index++) 
                    {
                        KeyTime keyTime = _keyFrames[index].KeyTime; 
 
                        if (keyTime.Type == KeyTimeType.TimeSpan)
                        { 
                            hasTimeSpanKeyTime = true;

                            if (keyTime.TimeSpan > largestTimeSpanKeyTime)
                            { 
                                largestTimeSpanKeyTime = keyTime.TimeSpan;
                            } 
                        } 
                    }
                } 

                if (hasTimeSpanKeyTime)
                {
                    return largestTimeSpanKeyTime; 
                }
                else 
                { 
                    return TimeSpan.FromSeconds(1.0);
                } 
            }
        }

        private void ResolveKeyTimes() 
        {
            Debug.Assert(!_areKeyTimesValid, "KeyFrameCharAnimaton.ResolveKeyTimes() shouldn't be called if the key times are already valid."); 
 
            int keyFrameCount = 0;
 
            if (_keyFrames != null)
            {
                keyFrameCount = _keyFrames.Count;
            } 

            if (keyFrameCount == 0) 
            { 
                _sortedResolvedKeyFrames = null;
                _areKeyTimesValid = true; 
                return;
            }

            _sortedResolvedKeyFrames = new ResolvedKeyFrameEntry[keyFrameCount]; 

            int index = 0; 
 
            // Initialize the _originalKeyFrameIndex.
            for ( ; index < keyFrameCount; index++) 
            {
                _sortedResolvedKeyFrames[index]._originalKeyFrameIndex = index;
            }
 
            // calculationDuration represents the time span we will use to resolve
            // percent key times. This is defined as the value in the following 
            // precedence order: 
            //   1. The animation's duration, but only if it is a time span, not auto or forever.
            //   2. The largest time span specified key time of all the key frames. 
            //   3. 1 second, to match the From/To/By animations.

            TimeSpan calculationDuration = TimeSpan.Zero;
 
            Duration duration = Duration;
 
            if (duration.HasTimeSpan) 
            {
                calculationDuration = duration.TimeSpan; 
            }
            else
            {
                calculationDuration = LargestTimeSpanKeyTime; 
            }
 
            int maxKeyFrameIndex = keyFrameCount - 1; 
            ArrayList unspecifiedBlocks = new ArrayList();
            bool hasPacedKeyTimes = false; 

            //
            // Pass 1: Resolve Percent and Time key times.
            // 

            index = 0; 
            while (index < keyFrameCount) 
            {
                KeyTime keyTime = _keyFrames[index].KeyTime; 

                switch (keyTime.Type)
                {
                    case KeyTimeType.Percent: 

                        _sortedResolvedKeyFrames[index]._resolvedKeyTime = TimeSpan.FromMilliseconds( 
                            keyTime.Percent * calculationDuration.TotalMilliseconds); 
                        index++;
                        break; 

                    case KeyTimeType.TimeSpan:

                        _sortedResolvedKeyFrames[index]._resolvedKeyTime = keyTime.TimeSpan; 

                        index++; 
                        break; 

                    case KeyTimeType.Paced: 
                    case KeyTimeType.Uniform:

                        if (index == maxKeyFrameIndex)
                        { 
                            // If the last key frame doesn't have a specific time
                            // associated with it its resolved key time will be 
                            // set to the calculationDuration, which is the 
                            // defined in the comments above where it is set.
                            // Reason: We only want extra time at the end of the 
                            // key frames if the user specifically states that
                            // the last key frame ends before the animation ends.

                            _sortedResolvedKeyFrames[index]._resolvedKeyTime = calculationDuration; 
                            index++;
                        } 
                        else if (   index == 0 
                                 && keyTime.Type == KeyTimeType.Paced)
                        { 
                            // Note: It's important that this block come after
                            // the previous if block because of rule precendence.

                            // If the first key frame in a multi-frame key frame 
                            // collection is paced, we set its resolved key time
                            // to 0.0 for performance reasons.  If we didn't, the 
                            // resolved key time list would be dependent on the 
                            // base value which can change every animation frame
                            // in many cases. 

                            _sortedResolvedKeyFrames[index]._resolvedKeyTime = TimeSpan.Zero;
                            index++;
                        } 
                        else
                        { 
                            if (keyTime.Type == KeyTimeType.Paced) 
                            {
                                hasPacedKeyTimes = true; 
                            }

                            KeyTimeBlock block = new KeyTimeBlock();
                            block.BeginIndex = index; 

                            // NOTE: We don't want to go all the way up to the 
                            // last frame because if it is Uniform or Paced its 
                            // resolved key time will be set to the calculation
                            // duration using the logic above. 
                            //
                            // This is why the logic is:
                            //    ((++index) < maxKeyFrameIndex)
                            // instead of: 
                            //    ((++index) < keyFrameCount)
 
                            while ((++index) < maxKeyFrameIndex) 
                            {
                                KeyTimeType type = _keyFrames[index].KeyTime.Type; 

                                if (   type == KeyTimeType.Percent
                                    || type == KeyTimeType.TimeSpan)
                                { 
                                    break;
                                } 
                                else if (type == KeyTimeType.Paced) 
                                {
                                    hasPacedKeyTimes = true; 
                                }
                            }

                            Debug.Assert(index < keyFrameCount, 
                                "The end index for a block of unspecified key frames is out of bounds.");
 
                            block.EndIndex = index; 
                            unspecifiedBlocks.Add(block);
                        } 

                        break;
                }
            } 

            // 
            // Pass 2: Resolve Uniform key times. 
            //
 
            for (int j = 0; j < unspecifiedBlocks.Count; j++)
            {
                KeyTimeBlock block = (KeyTimeBlock)unspecifiedBlocks[j];
 
                TimeSpan blockBeginTime = TimeSpan.Zero;
 
                if (block.BeginIndex > 0) 
                {
                    blockBeginTime = _sortedResolvedKeyFrames[block.BeginIndex - 1]._resolvedKeyTime; 
                }

                // The number of segments is equal to the number of key
                // frames we're working on plus 1.  Think about the case 
                // where we're working on a single key frame.  There's a
                // segment before it and a segment after it. 
                // 
                //  Time known         Uniform           Time known
                //  ^                  ^                 ^ 
                //  |                  |                 |
                //  |   (segment 1)    |   (segment 2)   |

                Int64 segmentCount = (block.EndIndex - block.BeginIndex) + 1; 
                TimeSpan uniformTimeStep = TimeSpan.FromTicks((_sortedResolvedKeyFrames[block.EndIndex]._resolvedKeyTime - blockBeginTime).Ticks / segmentCount);
 
                index = block.BeginIndex; 
                TimeSpan resolvedTime = blockBeginTime + uniformTimeStep;
 
                while (index < block.EndIndex)
                {
                    _sortedResolvedKeyFrames[index]._resolvedKeyTime = resolvedTime;
 
                    resolvedTime += uniformTimeStep;
                    index++; 
                } 
            }
 
            //
            // Pass 3: Resolve Paced key times.
            //
 
            if (hasPacedKeyTimes)
            { 
                ResolvePacedKeyTimes(); 
            }
 
            //
            // Sort resolved key frame entries.
            //
 
            Array.Sort(_sortedResolvedKeyFrames);
 
            _areKeyTimesValid = true; 
            return;
        } 

        /// 
        /// This should only be called from ResolveKeyTimes and only at the
        /// appropriate time. 
        /// 
        private void ResolvePacedKeyTimes() 
        { 
            Debug.Assert(_keyFrames != null && _keyFrames.Count > 2,
                "Caller must guard against calling this method when there are insufficient keyframes."); 

            // If the first key frame is paced its key time has already
            // been resolved, so we start at index 1.
 
            int index = 1;
            int maxKeyFrameIndex = _sortedResolvedKeyFrames.Length - 1; 
 
            do
            { 
                if (_keyFrames[index].KeyTime.Type == KeyTimeType.Paced)
                {
                    //
                    // We've found a paced key frame so this is the 
                    // beginning of a paced block.
                    // 
 
                    // The first paced key frame in this block.
                    int firstPacedBlockKeyFrameIndex = index; 

                    // List of segment lengths for this paced block.
                    List segmentLengths = new List();
 
                    // The resolved key time for the key frame before this
                    // block which we'll use as our starting point. 
                    TimeSpan prePacedBlockKeyTime = _sortedResolvedKeyFrames[index - 1]._resolvedKeyTime; 

                    // The total of the segment lengths of the paced key 
                    // frames in this block.
                    Double totalLength = 0.0;

                    // The key value of the previous key frame which will be 
                    // used to determine the segment length of this key frame.
                    Char prevKeyValue = _keyFrames[index - 1].Value; 
 
                    do
                    { 
                        Char currentKeyValue = _keyFrames[index].Value;

                        // Determine the segment length for this key frame and
                        // add to the total length. 
                        totalLength += AnimatedTypeHelpers.GetSegmentLengthChar(prevKeyValue, currentKeyValue);
 
                        // Temporarily store the distance into the total length 
                        // that this key frame represents in the resolved
                        // key times array to be converted to a resolved key 
                        // time outside of this loop.
                        segmentLengths.Add(totalLength);

                        // Prepare for the next iteration. 
                        prevKeyValue = currentKeyValue;
                        index++; 
                    } 
                    while (   index < maxKeyFrameIndex
                            && _keyFrames[index].KeyTime.Type == KeyTimeType.Paced); 

                    // index is currently set to the index of the key frame
                    // after the last paced key frame.  This will always
                    // be a valid index because we limit ourselves with 
                    // maxKeyFrameIndex.
 
                    // We need to add the distance between the last paced key 
                    // frame and the next key frame to get the total distance
                    // inside the key frame block. 
                    totalLength += AnimatedTypeHelpers.GetSegmentLengthChar(prevKeyValue, _keyFrames[index].Value);

                    // Calculate the time available in the resolved key time space.
                    TimeSpan pacedBlockDuration = _sortedResolvedKeyFrames[index]._resolvedKeyTime - prePacedBlockKeyTime; 

                    // Convert lengths in segmentLengths list to resolved 
                    // key times for the paced key frames in this block. 
                    for (int i = 0, currentKeyFrameIndex = firstPacedBlockKeyFrameIndex; i < segmentLengths.Count; i++, currentKeyFrameIndex++)
                    { 
                        // The resolved key time for each key frame is:
                        //
                        // The key time of the key frame before this paced block
                        // + ((the percentage of the way through the total length) 
                        //    * the resolved key time space available for the block)
                        _sortedResolvedKeyFrames[currentKeyFrameIndex]._resolvedKeyTime = prePacedBlockKeyTime + TimeSpan.FromMilliseconds( 
                            (segmentLengths[i] / totalLength) * pacedBlockDuration.TotalMilliseconds); 
                    }
                } 
                else
                {
                    index++;
                } 
            }
            while (index < maxKeyFrameIndex); 
        } 

        #endregion 
    }
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.


                        

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